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Everything posted by Unintentional_submarine
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Ships killed in shallow waters shouldnt sink
Unintentional_submarine replied to falconsun's topic in General Discussion
Saw a screenshot from a couple weeks ago of a carrier that didn't sink. It just sat there on a reef, with the looks of a dead ship (blackened and pitted). Was quite interesting. -
Simply outrageous, Dive bombers are.
Unintentional_submarine replied to OVanBruce's topic in General Discussion
Even with that spread there will be complaints... some are bound to get hit with a full spread and get sunk. Not sure if I like it... I mean the challenge of it appeals to me, but against people that actually try, it will be a very hard to hit. Essentially I fear doing TB runs with the IJN will become a DD hunt or trolling around for the one guy that doesn't notice it. But then again, I already try to come at the enemy from behind (the other side from his turret's direction). -
Simply outrageous, Dive bombers are.
Unintentional_submarine replied to OVanBruce's topic in General Discussion
How can they nerf IJN torps more with the spread? Or do you mean less damage but a presumably better spread (is this the rumoured converging spread?)? -
What Were Your Greatest Gaming Achievements Today ?
Unintentional_submarine replied to Hanszeehock's topic in General Discussion
Mega frustration.... The end was horrible. I had lost all my AA to HE during the battle (enemy BBs using HE, so tasty otherwise), so I could only evade as I closed the distance. And as everyone knows, the Hosho is a ninja carrier, you never see it. But I did close the distance and had gotten several hits and a citadel when the time ran out... You can see him in the background, he had something like 5k HP left. Of course I knew the time was running out, but it only made it all the more frustrating. I was ready to scream when the ticking sound began. Such a good battle deserves a victory! Arguably one of my best BB battles to date. And I don't think I have even managed that much in any CV yet. 158k damage... -
She would fit in Tier 4. But it should be noted that she was not only long, but had a comparably thin armour for a battleship, and no speed to compensate. If included to the game (and I expect her to be, honestly), she will be an all-or-nothing ship. If you think the Fuso has a big citadel, imagine an even bigger one with less armour and less speed. And her guns were unfortunately not known for their good performance. Still, I'm sure she would be a very entertaining ship to both sail as well as face.
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Her penetration appears to be pretty low though. The Myogi can easily citadel enemy BBs, it doesn't look like the Sushi is capable of doing that easily (though I suppose another Sushi or Myogi shouldn't feel safe).
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The C hull is vital. Your guns get better, you get AA, you get more secondaries and importantly you get rudder shift times reduced. Simply speaking, Myogi C is significantly better than A. And it is well worth the investment.
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Winrate - An annoying stat
Unintentional_submarine replied to bubo_bubo's topic in General Discussion
Yeah, I can agree to things like 35% WR is probably not good at all. But 45-55% is largely going to be much the same. Yet, it is that difference that causes the most gutterposting in regards to whether a person should be listened to or not. Even in matters that have little relevance on actually winning. A player can be a great solo warrior, but care little about actually winning, so he doesn't cap unless it will extend the battle. Arguably that guy shouldn't be listened to in regards to winning. But he would probably be a pretty good person to ask about how to handle ship X, as that is his sole focus. -
Winrate - An annoying stat
Unintentional_submarine replied to bubo_bubo's topic in General Discussion
What do you mean? I expect you mean something different from the one on our player profiles. As far as I know we can't really see what our average base XP is. The stat on the page includes all consumables that were expended (daily and flags). But no, what was missing from my previous post is that even killing four DDs can potentially not be worth a great deal, if they went off into nowhere and never really would have come into contact with your team in a meaningful way. And that's why winrate can't stand alone, nor can average damage, nor average percent of health damage. They are all limited in their scope, but combined they can tell a whole lot more. -
Camoflage looks like [edited], im sorry!(Pic's)
Unintentional_submarine replied to McCracken666's topic in General Discussion
What surprises me is that there are literally hundreds of pictures of camo for the various navies. And there is a great deal of variety to them. Splinter camo not only looks good, but it is relatively simple. Dazzle might be going a bit too far (have a great example on last page), it could probably cause epileptic seizures ingame (only half a joke). Even the various forest camos used were a lot better. Like the Zuiho and Zuikaku styles Tanz has dug up. Even Tirpitz in her rock-and-tree camo looked pretty good in comparison. As you can see in the first picture, it worked pretty well, though I included the book because the original photo is faded in colours. Though obviously I would prefer more normal oceanic camo. And the Germans pretty quickly abandoned it (it was only in place during June-July 1942 as far as I know). [EDIT] Well that was mess. Had to find another book screen to use instead. But it should work now. -
Winrate - An annoying stat
Unintentional_submarine replied to bubo_bubo's topic in General Discussion
Winrate is... useful, but not so useful that it can stand alone. Just like average damage isn't. They need to be combined with a percentage of full health have you done. Nearly kill a Yamato and you have done 90k and helped you team somewhat (if not done in a single strike he can probably heal 40k back, if not more). Kill four TX destroyers (you alone) and you have massively impacted the team's chances of winning, but done less than 80k damage, probably more like 70k. So a tally of the total percentage of health done in damage would be incredibly nice. And it isn't as if the game doesn't already do it with XP and credits. -
Or torpedo detection ranges...
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Don't worry about it. It is pretty confusing when one part of the same equation is additive by the other multiplicative (adding to fire chance is additive, detracting from fire chance is multiplicative). And honestly it is not a good balance, and not something you can just figure out at a glance. If the Fire Prevention skill and that mod did a combined 30% reduction, it would be much more clear, but they don't.
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But distance changes the relative positions. Yes, the angle lead needs to be the same regardless of range.
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World of Anything but BBs.
Unintentional_submarine replied to Dbars_eu's topic in General Discussion
0.3.1, and they didn't revert it. They merely reduced the increase. Battleships are still considerably more maneuverable than they were in 0.3.0. -
Nautical Tales - Showcasing your best WoWS moments :)
Unintentional_submarine replied to iChase's topic in Other
So sad I didn't get my epic Neo-does-torpedo-slalom replay last night in my Kongo (stock, yes with 22 second rudder shift!). It would have been great for this. Best fun I have had in a long time for such a low scoring game. -
independent front and rear turrets for BBs
Unintentional_submarine replied to scarlet0pimp's topic in General Discussion
They already have a functional system in place. The squadrons for CVs. Press 1 and get all turrets, press 2 and get front, press three and get rear. On some ships it wouldn't work well, so maybe it is a function that could be unlocked at Tier 5 for cruisers and from tier 3 for battleships. Since split ammo is a big bucket of worms, just keep it unified. It is mostly the control that is the main interest anyway. It would also help with those situations where you are going behind an island but need to shoot one last time. Now you can't force the rear turrets only, to shoot. Saving the front turrets for any surprise encounter, instead of wasting them on a hillside, or in case of a small island, the same target again. Anyway, this is a request that pops up with regularity. I wouldn't be surprised to see it again next week. To many it is just a logical conclusion. -
Question concerning "Just a flesh wound!"Achievement
Unintentional_submarine replied to SilentCastHD's topic in General Discussion
There is also a short grace period where you can kill an enemy after dying where it won't show. But it is really short. At most a couple of seconds. -
Obviously if the ping is an issue, just add some extra lead (there is more to it than that, but it is really the only thing you can compensate for). The closer the target, the less extra lead. And there is always the target not playing by your rules. Many BB captains are old hands, and will know how to deal with destroyers trying to torpedo them. Expect them to at least try and avoid. Especially Arkansas Betas.
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I made the Myogi work, but didn't particularly like her in CBT. But this time around I actually liked her a lot. It should be noted that last time I played her, it was 0.3.0. So in the meantime she has gotten multiple buffs, and I think they made the difference. Especially the smaller turning circle and upgraded hull. Cons: 6 guns. I shouldn't need to say why that is bad. Long distance from turret A to the rear turrets. This can really mess up 90 degree broadsides at shorter ranges. She is huge. Any CV player will know this (their perspective really makes it clear). Her size invites air attacks a lot. Her armour is relatively poor. She is a battlecruiser after all. Pros: While her dispersion is rough, it is still better than her competitors, Kawachi, South Carolina and Wyoming/Arkansas Beta. She is blisteringly fast. Her secondaries are golden when in range. And the last hull even adds more! Her range is very good. Her penetration appears to be excellent for her tier. Spotter plane... yeah, it might not be so great for me, but some people love them. Good turret traverse. Better than her competitors. Good power bleed. She simply doesn't bleed as much speed in turns, and accelerates well. AA on last hull is good. Not great obviously, but killing planes in her is pretty common. Might also have something to do with her attraction as a CV target. I probably forgot other things. There is simply so much about her that is either good or bad. She is in that sense an extreme ship. As noted, she is a battlecruiser. So it is important to not treat her as a battleship. If you do, you will likely lose more than you prefer. What I did, was to pick the flank that was nearest and run with the cruisers. That meant that arriving at the flank I was usually the only big ship, facing little cruisers. And against cruisers she excels. Her fewer shells in the air mean less as a single hit is that much more devastating relatively. For a few minutes you can pound the enemy cruisers, until their bigger brothers arrive. At that time you should take note of the possibility of friendly BBs arriving soon. If not, then there is no shame in running away. You are much faster, have good turret traverse and 67% of your guns at the rear. Your ship is effectively designed to run away. Just don't abandon friendlies if you can help them (one cruiser going YOLO against four BBs does not constitute a valid reason to stay though). While running away, utilise the greater range and if at the last hull, the spotter plane (it is best when you can expect the enemy ship to sail in a line, like if he is approaching a cap, if inside or very near the cap, don't waste the plane, he is likely to change course soon and often). Never bother with DDs that aren't actively attacking you at rather short range. You have too much dispersion and too few guns to reliably hurt them enough. Always pick something bigger if possible. Don't fight other BBs directly. Their armour (unless they are the Ishizuchi or another Myogi) is better than yours and have more guns. Your speed won't save you if you choose to stay in range of them. But angling with the Myogi is easy, the forward turret can turn back a great deal, so running away allows for easy broadsides, while also getting the most of the weak armour. In the end she is a challenge to play with. Arguably a harder ship to master than most other ships in her range. But if you are patient and treat her as a positive challenge, she can pay off. And when you begin to reliably do well in her, she suddenly feels like a sportscar in a truckline. She will however always be most unlikely to score those big 6-8 kill games, she simply doesn't have the firepower.
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Watched iChase battle it around and it looked pretty good until he had to duel a Wyoming (or New York?). He simply couldn't deal enough damage to it, despite giving full broadsides in it's flank. It seems it has issues with penetration, which is hardly a surprise. And as noted the armour is made of wet tissue paper (too bad the visible stat for that is gone, it was something like 175mm belt). But killing cruisers... excellent and then some. I might very well buy it as I'm a battlecruiser fan ingame. I much prefer the faster less armoured big ships.
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torpedoes acquisition range
Unintentional_submarine replied to rafparis's topic in General Discussion
I still can't understand why this isn't a transparent stat that is visible in the Torpedo tab like speed and damage. It is utterly vital, and I would argue it is vital for both the DD as well as it's target. It can only help everyone if this was something we could look at. Right now we can't be entirely certain an 'upgrade' really is and upgrade because the detection distance might change. Arguably penetration for shells would also help, but there are so many variables that it is easier to simply try and see when AP works and when it doesn't (besides we don't know the armourschemes in any case). But the detection distance for torpedoes is important. -
Indeed, I pick Sit. Awareness every time for CVs. Well, I would if I had more than one CV captain. That Expert Rear Gunner skill is simply not worth it. 10% of very little is exceptionally little. If you happen to be two tiers higher than the enemy, and he has stock fighters, then it might have an impact, but even with the present situation it is a relatively rare occurrence. I would rather know when I'm spotted. That sneaky DD or that squadron of fighters patrolling nearby, or that strike package coming around the edge... All of them can catch you unaware at times. The DD is obviously not visible, the fighter is unclear if it has spotted you, and the strike package isn't always picked up by other ships.
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Low tier Jap carriers are unstoppable
Unintentional_submarine replied to KillSlim's topic in General Discussion
Heh... But honestly I don't even see them at all in OBT. Not once yet personally, and only twice in streams. It should say something about what people think about fighter loadouts. They are not fun and they barely impact the game. The result is naturally that people gravitate away from them. I have however noticed a lot more people going with stock loadouts. it might be so they don't need to research the other loudouts, but it might also be because it generally provides both fighters and TBs. Lexington stock is arguably better than either fighter or strike. -
World of Anything but BBs.
Unintentional_submarine replied to Dbars_eu's topic in General Discussion
We knew it would happen... just as it has happened so many times before when new people get into the game.
